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sharkheadbob32's avatar
sharkheadbob32
Seasoned Novice
2 days ago

"Crowded Space" on Mines

Recently noticed that this was added for the acoustic mine and was reminded how stupid of a mechanic it is, I understand that this is most likely in the game to balance the fact that a single engineer can place upwards of 6 to 9 mines (or 2 with the acoustic), but it makes using mines extremely frustrating and counterintuitve. I really do not understand why this feature is in the game, both the the MBT and IFV have the ability to clear mines while AT and acoustic mines dont even hit light transport anymore. this feature makes the SLAMs utterly useless and the AT mines feel bad to use, I feel like with all the counter measures available, having the ability to stack mines like in BF3 and BF4 but limiting total placement back to 2-3 would make mines feel much better and possibly open up the sandbox(especially with slams). I rarely see anyone talk about mines so I would wonder what yall think of mines in this game  

10 Replies

  • Well, I understand why you can’t bunch up mines together. Yes, they’ve become much weaker and easy to see, but tanks still get hit at times, and if you could, you’d have insta-kills.

    But I agree 100% on the counter-intuitive bit. It’s already hard to figure out why you can’t put something down (and it’s not just mines, it’s also the deployable cover, the claymore, etc), and it just makes it worst. It’s not so bad when you’re standing and have time to look around, but it’s miserable when in the middle of a fight.

    Just yesterday, I was prone at the corner of a street in Siege of Cairo, trying to put down an acoustic mine as an enemy tank was approaching. I kept getting the red outline and could not understand why: I’m wondering now if perhaps there was another mine close by. It would be much easier if we could have some indication of where we can put down stuff, rather than just the indication that we cannot. 

  • Ruxem's avatar
    Ruxem
    Seasoned Hotshot
    1 day ago

    We currently have mines that:

    • cannot kill tanks;
    • cannot kill cars;
    • cannot be stacked;
    • glow brightly;
    • are marked by multiple different things;
    • can be removed by pressing a button.

     

    It's frankly offensive that acoustic mines cannot be placed together because two cannot even kill a tank anyway.

    They baby proofed this game for players who are simply bad, which has led to the side effect of bad tank players no longer being punished, which is actually a punishment for teams as these players will now waste the tank and IFV, without being destroyed. Leaving no chance for better players to take over.

  • As I have switched to the acoustic mines due to the nerf on AT mines,  I noticed this too.

    I can fully understand that a single engineer is not able from the bat to create an anti tank trap that insta kills a tank. So clustering mines is therefore blocked.  However if I go through the trouble to collect an additional mine through a support player dropping ammo (already an achievement in itself), and place them both as such that they are both triggered, it should kill a tank.

    What bothers me most is the nerf they did to the mines to not affect light transport anymore. It's more and more becoming a CoD style run and gun shooter like this. Let people yeet a jeep or dirtbike to the other side of the map without consequences.

  • AlphiB's avatar
    AlphiB
    New Ace
    1 day ago

    I hadn't realized they had changed the mines to not affect cars and bikes. Why??? I just don't get it: were people complaining about THAT? I don't understand why they constantly tinker with stuff that nobody is asking for. 

  • Ruxem's avatar
    Ruxem
    Seasoned Hotshot
    1 day ago

    Yes, they’ve become much weaker and easy to see, but tanks still get hit at times, and if you could, you’d have insta-kills.

    God forbid tanks die if they are stupid.

  • AlphiB's avatar
    AlphiB
    New Ace
    1 day ago
    Ruxem wrote:

    God forbid tanks die if they are stupid.

    Don't exaggerate, an insta-kill like that is never appropriate for something like a tank. And the mines used to be truly dangerous despite the fact they couldn't be bunched, so clearly that is not needed to punish bad play. 

  • sharkheadbob32's avatar
    sharkheadbob32
    Seasoned Novice
    1 day ago

    tanks/IFVs  have more than enough counterplay, and mine count would obviously be adjusted. removing crowded space would just expand the sandbox and remove counterintuitive game design. honestly the people who are consistently dying to AT mines are usually just hitting a bunch going full speed so it would not make much of a difference. It was almost never a problem in past games. + having all mines being bunched together brings them to a greater risk to counter measures and other random explosives

  • AlphiB's avatar
    AlphiB
    New Ace
    1 day ago

    Sure, if you seriously reevaluate the mine count, then I guess it's a lot less garbage on the road but a few truly dangerous points. That actually sounds interesting. 

    But I'm wary when I see how the player base for this game has played tanks since release (and I'm not dissing anyone, I'm a terrible tank driver myself). When the roads were truly dangerous in seasons 1 and 2, I saw a bunch of tanks not moving much. Now, despite having some of the same complaints as below at times, I generally see tanks being considerably more mobile.

    At some point, I think it's important to take into account this title is its own thing, with its own player base. I really don't like calling them names because ultimately, a game gets the player base it deserves. And balancing needs to take into account how this player base reacts to change. (but then as someone who despised the changes to the claymore, I realize I'm being a bit of a hypocrite here). 

  • sharkheadbob32's avatar
    sharkheadbob32
    Seasoned Novice
    1 day ago

    I can understand that sentiment, but I think there is a clear difference between having  different mechanics and the dumbing down of systems. Movement in this game would be a good example where it is different from older games, it is a more modern system compared to that of 3 and 4, and while maybe not everyone enjoys it, it is very much an evolution as these movement options are more expected from arcade shooters that come out today. I truly believe the current mine system they have in game is just dumbing down gameplay to make it easier for newer players who may not know how to approach the sandbox. There are multiple elements of this game where they do this, but those are topics for another time. Catering how mines function to people who may not be the best tanker or IFV driver is definitely not a step in the right direction. While yes early on mines were a real problem, this is mostly due to the number of mines permitted, IFVs lacking the countermeasures, transports still being effected, and map design mostly funneling vehicles into specific lanes. In its current state mines are frustrating to use in many situations, and experienced tankers who have taken the time to learn the game are mostly unaffected by them. Sometimes its better to force players to learn than to cater to those unwilling to learn, if you get what I mean

  • sharkheadbob32's avatar
    sharkheadbob32
    Seasoned Novice
    1 day ago

    While a pile of mines may cause a frustrating death, it is not a completely unavoidable death. In its current state light transports would be uneffected, and the IFV and MBT have all the tools required for counterplay.

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